Page Index Toggle Pages: 1 Send TopicPrint
Atari STE FAQ by Paranoid (Read 277 times)
ggn
D-Bug member
Reboot Member
*****
Offline


D-Bug debugger

Posts: 1461
Location: Somewhere in Greece
Joined: 22.02.07
Gender: Male
Atari STE FAQ by Paranoid
15.08.12 at 11:24:02
Print Post  
Well, I thought I added this here ages ago but seems that I was mistaken. Excuse the formatting for now, I'll fix it some time in the future - the content is what counts anyway Smiley
  
Back to top
 
IP Logged
 
ggn
D-Bug member
Reboot Member
*****
Offline


D-Bug debugger

Posts: 1461
Location: Somewhere in Greece
Joined: 22.02.07
Gender: Male
Re: Atari STE FAQ by Paranoid
Reply #1 - 15.08.12 at 11:24:09
Print Post  
STE documentation



Assembled after depressing hours of experiments and tests that did usually not work out as planned by :

The Paranoid



Paranoia

Think you can handle it ?!

(of the Lunatic Asylum)




Preface:



The Atari STE is, without a doubt, a nice machine. It has so many features the Atari ST lacked:

- 4096 instead of 512 colours

- Horizontal and Vertical hardware scrolling

  (also called hardware windowing of large virtual screens)

- Blitter

- 8 Bit DMA stereo sound

  (Up to 50 KHz replay rate)

- National LMC 1992 soundchip, connected over Microwire serial port

  Treble, Bass, Left/Right/Main Volume Control

- 256KB EPROM containing the TOS, socketed

- 4 30-pin SIMM-slots, up to 4 MB RAM

- Extended and analogue capable joystick ports



Unfortunately, you will pretty soon find out that the STE also contains a lot - and i mean a lot - of pitfalls.Whatever feature of the STE you want to use, it will either not work as planned or require special treatment. If it works as planned and does not require special treatment, it will definetly not work on the TT or the Falcon. So this documentation is just a little compilation of the usual traps especially programming beginners might step in and how to dodge these traps.



This documentation is given on an "as is" basis. Paranoia does not give any warranties about correctness about the given information here. We can not be held responsible for any loss of data, damage to your hardware or whatever might happen to you, your software or your hardware after reading this document. Every chapter will describe the special registers for a certain feature and afterwards list the traps you should look out for.



In the bitset tables, "0" means this bit cannot be set and is automatically assumed "0", "1" means this bit cannot be set and is automatically read as "1", "X" means it can be read/written and can feature "0" or "1". In the Tables, "yes" means this register exists in the model mentioned while "no" means that this register does not exist. "ro" means "read only" and refers to a register that cannot be written to, "rw" means "read/write" and declares a register that can be read as well as written to.


1.) The Hardware Scrolling

The Registers:

Code
Select All
  Video Base Address:                         ST     STE

    $FFFF8201    0 0 X X X X X X   High Byte       yes    yes

    $FFFF8203    X X X X X X X X   Mid Byte       yes    yes

    $FFFF820D    X X X X X X X 0   Low Byte       no     yes 



The first two registers are identical with those of the ST and can be read and written to. The last one (low byte) did not exist on the ST. While on the ST this meant that a Video Base address had to be even on a 256-byte basis ( lowbyte was assumed #$00 then ), on the STE it only has to be even sincebit 0 is automatically assumed #0.

Code
Select All
   Video Address Counter:

    $FFFF8205    0 0 X X X X X X   High Byte      ro     rw

    $FFFF8207    X X X X X X X X   Mid Byte       ro     rw

    $FFFF8209    X X X X X X X 0   Low Byte       ro     rw 



This set of registers already existed on the ST but could not be written to. The Shifter uses this actually for counting through the whole screen it is building up. Write access has of course immediate effect. 

Code
Select All
  Line-Offset Register

    $FFFF820F  X X X X X X X X X                  no     yes 



This register contains the value how many WORDS (not BYTES!) the Shifter is supposed to skip after each Rasterline. This register enables virtual screens that are (horizontally) larger than the displayed screen by making the Shifter skip the set number of words when a line has been drawn on screen.   

Code
Select All
  Video Base Address Pixel Offset

    $FFFF8265  0 0 0 0 X X X X                   no      yes 



This register allows to skip from a single to 15 pixels at the start of each rasterline to allow horizontal fine-scrolling. The registers are easy to understand.

So why didn't it work ?

? Writing to the Video Base Address registers seems to have no direct affect on the screen contents.

! No. These registers only contain the "reset" value for the Shifter after a whole screen has been drawn. It does not affect the current screen, but the one for the next VBL. To make immediate changes on the screen, use the Video Address Counter.

? There's only junk on the screen. It looks like the STE reads the screen content from a totally wrong address.

! For compatibility reasons, the low-byte of the Video Base Address is ALWAYS set to 0 when the mid- or high-byte of the Video Base Address are set. This is easy to understand, seeing that the ST did not have this register - hence ST software that never sets the low-byte might have problems setting the correct Video Base Address. The solution on the STE is simple: Always set the Low-Byte last. First set High and Mid-Byte (in no special order), then do the low-byte.

? Scrolling in 16-pixels blocks works, but fine-scrolling totally

  screws up the screen contents.



! The Line Offset Register is very critical. Make sure it contains the correct value at any time. If the Pixel Offset Register contains a zero, the Line Offset Register contains the exact number of words to skip after each line. But if you set the Pixel Offset Register to "X", the Shifter will still display 320 (640) pixels a line and therefore has to read "X" pixels from the NEXT word which it would have skipped if the Pixel offset Register contained a "0". Hence, for any Pixel Offset Value > 0, please note that the Shifter has to read (a few bits) more each rasterline and these bits must NOT be skipped using the Line Offset Register.

? Tried. Screen content is still screwed up.

! Please also note that in Low-Resolution (4 Bitplanes), the Video-Shifter reads 4 words at once. In Low-Res, the Line Offset therefore always has to be a multiple of 4, otherwise the Shifter will not display the bitplanes correctly next rasterline.

? In Hires (Monochrome 640x400), my scrolling does not work on the Falcon

! On the STE, the Video Base Address only has to be a multiple of 2 since bit 0 is always "0". On the Falcon, the least significant 2 bits of the Base Address are "0", hence, on the Falcon, you can horizontally scroll a minimum of 2 words, which, in monochrome mode, is not sufficient for fine-scrolling. There is no way to do horizontal-fine scrolling on the Falcon in a monochrome mode. Midres (640x200 2 bitplanes) will already work since every address has to be a multiple of 4 then

? Gah! On the TT neither hires nor midres works.

! It's even worse on the TT since the TT-Shifter lacks the 3 least significant bits of the Video Base Address, hence all Video Base Addresses have to be a multiple of 8. In hi- and midres however, any "sound" Base Address is a multiple of 2 or 4. There is no way to horizontally fine-scroll on the TT in these resolutions.

? It scrolls, but the screen-content seems to jump sometimes.

! The Atari STE shifter has a slight timing problem regarding the Pixel Skip Register. Whenever this registers "jumps" from a value >"0" to "0", the STE might display the wrong screen address. This is a known problem and Atari affirms it. Atari officially suggests to NOT set the Pixel Skip register in the VBL as this causes the problem. Since changes on this register have immediate effect, Atari suggests to use a HBL routine that sets all registers connected to Video hardware not in the VBL but in (for example) a HBL interrupt after the VBL.

? On the Falcon and TT, fine-scrolling seems to work without the jumping in low-res, even when the registers are set in the VBL-interrupt.

! Affirmed. Both TT and Falcon do not suffer "visibly" from this bug. However, in case there are other bus-timing critical jobs running (like MOD-replay routines or heavily loaded interupt routines that occur more often than the VBL), this bug MIGHT become visible as well. Besides, if you are coding Falcon or TT for STE compatibility, you should follow Atari's suggestion and not use VBL to set the registers. You will learn later on that the STE behaves very very critical to anything done in the VBL anyway.

? I tried to write a screen splitting routine that changes a lot of Video-related parameters after a certain rasterline. But it is highly fragile and does not work very well.

! The STE with an 8 MHz CPU is not very fast and timing becomes critical when trying to change Video-registers on the fly during the screen build-up. There is no general solution for this, just that you should, during screen build-up, never change too many registers or at least not in a way that it costs too much time. If you do need to change many registers,  make a table with all the values long before they are used (for example in the VBL) and try to write these values as quickly as possible. Sometimes, an empty line in exactly that HBL you change all the registers, can help a lot.

? So now i fixed it and it works fine on the STE, but often enough, bitplanes are screwed up on the Falcon. Why ?

! Remember that the Falcon only allows screen addresses as multiples of 4, which is not as flexible as on the STE, where it only has to be a multiple of 2. This is also the case for the Video Counter Registerts, not only for the Video Base Address. Make sure that your screen data is stored on an address that is a multiple of 4 and it will work.

? My screen splitting routine now works fine on the STE and on the Falcon, but not on the TT.

! On the TT, it's even worse and each Video Base Address has to be a multiple of 8. According to Ray/tSCc, the TT allows write access to the Video Counter - in contrast to what some books say. However, officially, the TT does not allow to change video address on the fly by writing to the address counter.


2.) 4096 Colours

Registers:

Code
Select All
  Palette Register:                                 ST     STE

    $FFFF8240  0 0 0 0 x X X X x X X X x X X X       X     x+X

    $FFFF8242  0 0 0 0 x X X X x X X X x X X X ...

    ...

    $FFFF825E  0 0 0 0 x X X X x X X X x X X X    (16 in total)

                       ---_--- ---_--- ---_---

                         red    green    blue 



These 16 registers serve exactly the same purpose as in the ST. The only difference is that each Nibble for Red, Green or Blue consists of 4 bits instead of 3 on the ST.

This time, Atari did good work (almost). So what are the pitfalls:



? I tried to program a fade and it works in general, but flashes during the fade, why ?

! For compatibility reasons, each nibble encoding the Red, Green or Blue values is not ordered "8 4 2 1", meaning the least significant bit represents the value "1" while the most significant one represents the value "8" - This would make the STE rather incompatible with the ST and only display dark colours. The sequence of Bits is "0 3 2 1" encoding the values "1 8 4 2". Therefore to fade from black to white, the sequence of colours would be $000, $888, $111, $999, $222, $AAA, ...

? My program sets the palette correctly on the STE in lowres (320x200 16 colours). Will it also work on the TT in TT midres (640x480 16 colours) ?

! Yes, it will. Even though the TT uses its own palette registers, 256 in total, it can "mask in" a set of 16 colours in the ST palette registers, which are of course at the same address as on your STE. Meaning: Whatever values you write in the ST palette registers on the TT, in TT midres, they will be used. Your program will even work correctly in TT Low (320 x 480 256 colours), if the TT Shiftmode register is set accordingly.

? So it does work on the TT alright. But i have a Falcon and not a TT. Now what ?

! The Falcon can be switched to "ST compatible mode". This is not a 100% term since it does not - in contrast to the TT - mean either 320x200, 640x200 or 640x400 pixels in 16,4 or 2 colours but only means that the ST palette registers are being used, hence this flag can only be used when displaying 16, 4 or 2 colours. If you do not set this flag, the Falcon will NOT - in contrast to the TT - read the ST palette registers. This change has been necessary since the Falcon has 18 bits per colour in bitplane mode while the TT only has 12, just like the STE has. The Falcon RGB format for a palette mode is: 00RRRRRR 00000000 00GGGGGG 00BBBBBB (VGA compatible).

 

3.) The Blitter

(The Blitter in the STE is, at least from the programmers view, identical to the Blitter in the Mega ST. Hardware-wise, it is not)

Registers:

Code
Select All
  Halftone RAM:

    $FFFF8A00  Halftone RAM, Word 0    (16 Words in total)

    ...

    $FFFF8A1E  Halftone RAM, Word 15 



   

  Halftone RAM is a 32 Byte zero-waitstate Blitter-exclusive RAM that can be used for lightning-quick manipulations of copied data. Its main purpose was to combine monochrome picture data with (16 x 16 pixel) patterns, usually to make them a bit darker or brighter (halftone).

Code
Select All
Source X Increment Register:

    $FFFF8A20  X X X X X X X X X X X X X X X 0

Source Y Increment Register:

    $FFFF8A22  X X X X X X X X X X X X X X X X 



These registers encode how many bytes the Blitter increments the counter after each copied word ($FFFF8A20) or after each line ($FFFF8A22). Source Y Inc has to be even since the Blitter only  works on a Word-basis and can not access single Bytes.

Code
Select All
Source Address Register:

    $FFFF8A24  XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXX0 



The 32-Bit address of the source, meaning the Blitter will start reading from this address. This address has to be even as the Blitter cannot access single Bytes. The Blitter actually accepts real 32-Bit addresses, but the MMU filters the upper 10 bytes out.

Code
Select All
Endmask Registers

    $FFFF8A28  X X X X X X X X X X X X X X X X  Endmask 1

    $FFFF82AA  X X X X X X X X X X X X X X X X  Endmask 2

    $FFFF82AC  X X X X X X X X X X X X X X X X  Endmask 3 



The Endmask is a Bitmask that can be applied upon the copied data in a blockwise way. Endmask 1 is being applied on every first word copied in a row, Endmask 2 for all other words in this row except for the last one, which is combined with Endmask 3. Clever usage of these registers allow to start copies from basically every bit in memory.

Code
Select All
Destination X Increment Register:

    $FFFF8A2E  X X X X X X X X X X X X X X X X

Destination Y Increment Register:

    $FFFF8A30  X X X X X X X X X X X X X X X X 



Similar to the Source X/Y Increment Register. These two denote how many Bytes after each copied word/line the Blitter proceeds.

Code
Select All
Destination Address Register:

    $FFFF8A32  XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXX0 



This contains the address where the Blitter copies all the data to that it computes. A real 32 Bit word that has to be even.

Code
Select All
X Count Register:

    $FFFF8A36  X X X X X X X X X X X X X X X X

Y Count Register:

    $FFFF8A38  X X X X X X X X X X X X X X X X 



These two registers contain the information about how the 2D bitblock the Blitter copies are shaped. The X Count Register contains how many words a line of this rectangular block has, the Y-Count how many lines the bitblock has in total. This does not include the skipped words, only those the Blitter really copies (hence the name count).

Code
Select All
Blit HOP (Halftone OPeration) Register:

    $FFFF8A3A  0 0 0 0 0 0 X X 



How to combine Halftone-Data and copied data is given here. A "00" means all copied bits will be set to "1" (blind copy), "01" means ONLY halftone content will be copied, "10" implies that ONLY source content will be copied (1:1 copy). "11" makes the halftone-pattern work as supposed and does a copy "Halftone AND source".

Code
Select All
Blit OP (logical OPeration) Register:

    $FFFF8A3B  0 0 0 0 X X X X 



The Blitter can carry out 0-cycles logical operations with source and target. The table of possible values follow:

Code
Select All
    0 0 0 0    - Target will be zeroed out (blind copy)

    0 0 0 1    - Source AND Target         (inverse copy)

    0 0 1 0    - Source AND NOT Target     (mask copy)

    0 0 1 1    - Source only               (replace copy)

    0 1 0 0    - NOT Source AND Target     (mask copy)

    0 1 0 1    - Target unchanged          (null copy)

    0 1 1 0    - Source XOR Target         (xor copy)

    0 1 1 1    - Source OR Target          (combine copy)

    1 0 0 0    - NOT Source AND NOT Target (complex mask copy)

    1 0 0 1    - NOT Source XOR Target     (complex combine copy)

    1 0 1 0    - NOT Target                (reverse, no copy)

    1 0 1 1    - Source OR NOT Target      (mask copy)

    1 1 0 0    - NOT Source                (reverse direct copy)

    1 1 0 1    - NOT Source OR Target      (reverse combine)

    1 1 1 0    - NOT Source OR NOT Target  (complex reverse copy)

    1 1 1 1    - Target is set to "1"      (blind copy) 



  Blitter Control Register:

    $FFFF8A3C  X X X 0 X X X X

This register serves multiple purposes. The lowest 4 bit represents the number of the line in the Halftone pattern to start with.The upper 3 bits feature extended options of the Blitter.

    Bit 5  -  Smudge-mode

              Which line of the halftone pattern to start with is

              read from the first source word when the copy starts

    Bit 6  -  Blit-Mode Register

              Decides wether to copy in BLIT Mode (0) or in

              HOG Mode (1). In Blit Mode (also known as cooperative),

              CPU and Blitter get 64 clockcycles in turns, in Hog

              Mode, the Blitter reserves and hogs the bus for as long

              as the copy takes, CPU and DMA get no Bus access.

    Bit 7  -  Busy Bit

              Turns on the Blitter activity and stays "1" until the copy is finished

    Blitter Skew Register:

    $FFFF8A3D  X X 0 0 X X X X

The lowest 4 bit of this register allow to shift the data while copying by up to 15 bits to the right. The upper 2 bits are

    Bit 6  -  NFSR (No final source read)

    Bit 7  -  FXSR (Force extra Source Read).

NFSR means the last word of course is not being read anymore. This is only sensible with certain Endmask and skew values. FXSR is the opposite and forces the Blitter to read one more word. Also only sensible with certain Endmask/Skew combinations.

So much for the theory. Unfortunately, the Blitter is a lovely but also pretty stubborn little chip. What went wrong this time ?

? After feeding the Blitter values and activating it, the STE totally crashes.

! All the address-related auxilary registers such as X-Count/Y-Count, X/Y-Increments etc. are signed values. In other words, the Blitter can go backwards in memory as well as forward. Please check if your values are correct.

? I am trying a simple and direct copy and set all the important registers, but it does not work as i planned.

! The Blitter is a chip and not a software, meaning it does not know

  any default values. Especially when starting to learn "Blitter" it is important to ALWAYS set EVERY Register correctly. Especially Endmask, Smudge, Skew and OP-Register can lead to very funny results if not set correctly. So set ALL the registers at least once, for all subsequent copies you do not need to set them ALL anymore.

? The copy appears at the right spot, but is scrambled.

! Make sure your X/Y-Increments are correct for both Source and Destination. Especially if you are copying a "tight" block (like a 32x32 pixel compact block) to a larger area (like the screen) you definetly need to watch the increment registers.

? Now the first copy works, but even though i am copying blocks of identical size, just setting addresses does not work.

! No, the Blitter uses a few of the registers accessible by the CPU for its own counting. Set Addresses, X and Y-Count Registers every time you do a copy in any case.

  ? So i set all the registers, but the copies are incomplete when i do multiple copies.

! Before feeding the Blitter new values, make sure it has finished its task already by checking the Busy-Bit. Do not write new values into the Blitter's registers as long as it is still operating.

? It looks like the copy itself works, but it flickers. And i was using the Blitter to speed things up, not to make them flicker.

! After feeding the Blitter all the values and activating it, the CPU is done and can do other tasks, the Blitter however has just started. If the Blitter does critical things in your program make sure the "Blit Busy" has returned from "1" to "0" before your CPU proceeds when using the Blitter in Blit-mode.

? To make it even faster, i turned the Blitter into Hog-mode. But now my program crashes almost at random.

! The Hog-Mode of the Blitter does not allow the CPU to access to bus while the Blitter is active - Not even for interrupts. Make sure that your software does not require the CPU to react to an interrupt immediatelly - Otherwise, the STE will crash.

? Is there a way to make the Blitter faster in Blit-mode ?

! Yes, there is. Atari used this to speed up the Blitter in GEM without risking to use Hog-mode: Check the Busy-Bit. The CPU cannot access the bus and therefore not the Busy-Bit if the Blitter is "active". If the CPU can finally check the Busy-Bit the Blitter has "paused" and will wait for 64 clockcycles. Now if the Busy-Bit is 0, the Blitter is done and you can leave. If not, set it to "1" manually and do a NOP. Writing the Busy-Register will relaunch the Blitter immediatelly, but the Blitter needs a few clockcycles to reserve the bus (around 7), so the NOP is carried out in any case.This gives about 90% the speed of the HOG-mode without losing the option to execute interrupts within the next 64 clockcycles. Here's an extract from the ST Profibook:

     Loop:    bset.b #7,$FFFF8A3B  ;test and set Busy-Bit

              nop                  ;do a NOP in any case

              bne.s Loop           ;if Busy-Bit was "1", go to Loop

? Huh ? My program does not work on the TT ?

! No, it does not. The TT does not have a Blitter.

? I am coding the Blitter on the Falcon to reduce CPU usage a bit but the program has slowed down even more.

! Unfortunately, the Falcon Blitter is rather useless since the 68030 is, when doing a simple 1:1 copy, about a factor of 4 to 5 faster than the Blitter in the Falcon is, even though the Falcon Blitter is running at 16 MHz. On the Falcon, the Blitter can become useful if you plan to heavily use Halftone-pattern, bitwise-shifts and logical operations. Otherwise, use the CPU instead.

? I was trying to use the shift-operations of the Blitter to have my objects on screen (ST Lowres) move pixelwise, but instead, Bitplanes are being screwed up.

! Please bear in mind the interleaved bitplane structure of the ST Low resolution. Trying to copy and shift all bitplanes at once will make the Blitter shift single bits from bitplane X to bitplane Y. Copy bitplane by bitplane and it will work.

? Copying and shifting blocks with the Blitter works now, but sometimes, a few bits get lost.

! In some cases, depending on the Endmask- and the Skew-registers, the Blitter requires to read a word more than planned. Try the FXSR-Register in these certain conditions.

? I copy around large chunks of memory in one go, but i can't really say it has gotten very fast on the Mega STE.

! The Blitter in the STE does nearly 2 MB/sec. Per frame this is roughly 40 KB/sec. The CPU in the STE comes nowhere near that, but the CPU of the Mega STE (16 MHz, cache on) can almost compete when it comes to direct 1:1 copies.

? I heard somewhere, that the Blitter can be used for generating software sprites all by itself. Is that true ?

! Yes, you can have software sprites using the Blitter, that can be freely positioned (pixel-perfect) without any other interference of the CPU than just feeding values into the Blitter registers. However, the Blitter cannot produce a 4 bitplane software-sprite in 1 go. The simplest solution is to copy bitplane by bitplane, and each bitplane twice: First NOT Source AND Target, then Source OR Target. Since the shifts do not need any additional time for the Blitter to carry out, this will, on the STE, result in lightning fast sprites since the 68000 is very slow doing the shifts.

? I program the Falcon in true-colour mode and i would like to take advantage of the Blitter.

! Even though of course the Blitter works well in TC-mode, its special features, bitwise shifts, extremely fast logical operations, masks for bitwise copy and the halftone pattern, are basically useless and for a direct copy, the CPU is a lot faster.

  ? Is it just my imagination or is the Blitter in the Mega ST really a bit faster than the Blitter in the STE ?

! Actually, this is true. Due to the fact that the Blitter is a sole chip in the Mega ST and has been combined in a chip named COMBEL in the STE, it is really very slightly slower in the STE than it was in the Mega ST. This however is almost invisible.

4. DMA-Sound - the simple way to make music

Registers:

  DMA-Sound Control Register:

    $FFFF8900  0 0 0 0 0 0 0 0 0 0 0 0 0 0 X X

Writing a "00" to the last 2 bits terminate DMA sound replay.

Bit 0 controls Replay off/on, Bit 1 controls Loop off/on (0=off, 1=on).

DMA-Sound Start Address Register:

    $FFFF8902  0 0 X X X X X X X X X X X X X X   Hibyte

    $FFFF8904  X X X X X X X X X X X X X X X X   Midbyte

    $FFFF8906  X X X X X X X X X X X X X X X 0   Lowbyte

These three registers contain the 24-bit address of the sample to play. Even though the samples are built on a byte-base, the DMA chip also only allows even addresses

  DMA-Sound Count Register:

    $FFFF8908  0 0 X X X X X X X X X X X X X X   Hibyte  (ro)

    $FFFF890A  X X X X X X X X X X X X X X X X   Midbyte (ro)

    $FFFF890C  X X X X X X X X X X X X X X X 0   Lowbyte (ro)

Used internally for the DMA-soundchip to count from start- to end-address. No write access.

  DMA-Sound End Register:

    $FFFF890E  0 0 X X X X X X X X X X X X X X   Hibyte

    $FFFF8910  X X X X X X X X X X X X X X X X   Midbyte

    $FFFF8912  X X X X X X X X X X X X X X X 0   Lowbyte

The address that the sample ends at. When the count registers have reached this address, the DMA-sound system will either stop or loop.

  DMA-Soundmode Register:

    $FFFF8920  0 0 0 0 0 0 0 0 X 0 0 0 X X X X

Allows to toggle between several replay methods. Bit 7 switches Mono/Stereo (1 = Mono, 0 = Stereo), Bit 0 and 1 encode the replay rate:

      0 0  -  6258 Hz

      0 1  - 12517 Hz

      1 0  - 25033 Hz

      1 1  - 50066 Hz

Sounds fairly easy, right ? Unfortunately, it's not.

? I set all the registers, but there is no sound at all.

! The DMA-Soundsystem expects you to write the high-byte of the Start- and Endaddress first. Even though this serves no purpose at all, writing the highbyte clears the others. Hence it must be written first.

? I can't hear anything on my Falcon when trying to replay a 6 KHz sample.

! The Falcon DMA-soundsystem does not support 6 KHz. The value "00" in the Soundmode-register means "OFF" on the Falcon.

? The sound is awful. This does not sound like my sample.

! On the STE, the DMA-soundsystem only works with signed sample files, featuring values from -128 over 0 to +127. Some sample programs use unsigned formats, ranging from 0 to 255 with 128 representing zero-line of the sample. Those samples need to be converted first.

? I want to replay stereo samples. How can i know which sample will be played on which channel ?

! Stereo Samples have to be organized wordwise like Lowbyte -> right channel

  Hibyte  -> left channel

? My STE program to replay samples does not work very well on the Falcon.

! No, the Falcon's soundsystem is way more complex and can without any major programming interfere very well with the parts of the STE-soundsystem, especially since identical addresses are used for some purposes. If you want Falcon-compatibility of your STE-code, do not use "move"-instructions to set/unset bits of $FFFF8900 and $FFFF8920 as this might override Falcon-specific registers. Best, leave them as they are and use AND to unset and OR to set certain bits.

? Will my STE code work on the TT ?

! Yes, it will. The TT's DMA-sound subsystem is identical to the one of the STE.

? I am trying to change the addresses of the sample while the DMA-sound plays, but it does not work.

! No, the DMA-Soundsystem latches the Start- and End-Register internally, so writing to these values only takes influence when the values are re-read, which happens when the sample has been played, even if the DMA-soundsystem is switched to loop.

? Argh, i have now implemented DMA-sound to my program and now my whole screen-management goes wild

! This easily happens. The DMA-sound subsystem of the STE houses the "shifting logic" in the STE-Shifter. When starting the DMA sound to play a sample, you should not try to access the Shifter's registers directly afterwards but "wait" a few cycles. The simplest solution is to wait a single VBL after starting the DMA-sound before proceeding with your program. Once the DMA-sound plays, you can change DMA-sound registers without risking to screw up screen management.

? Can i get a "notice" from the DMA-soundsystem when it finished playing a sample ?

! Yes, you can use TIMER A as event counter which will be notified when a sample has been played completely. 

? I want to replay a sample backwards.

! Does not work on the STE. The sample-counter can only be increased, not decreased.



5. The National LMC 1992 and the Microwire



Preface:

  There's a little, but common mistake of minor importance when it comes to this combo that allows manipulation of the DMA sound to enhance trebble and bass as well as left, right and main volume. It is not the Microwire interface that manipulates the sound, it is a chip named National LMC 1992. This chip however has not been integrated into the Atari STE hardware directly but can only be communicated with using a 3-bit serial interface, the so-called Microwire. It is a bit hard to handle for a beginner, but luckily, it is also hard to crash the STE using this register. And since the Microwire can basically connect more than just one device, it needs a 2 bit address to which device to transfer data to. The LMC1992 is at "address" 2 (binary 10). Each address-data-pack written to the LMC1992 therefore consists of an 11 bit package. The communication is a bit similar to communicating with the YM2149 since the Microwire also requires to encode data in a certain way.

National LMC 1992

  Adress and Data register

    $FFFF8922  x x x x  x x x x  x x x x  x x x x

This address is being used to feed the National LMC both address and data bits for a certain setting. The choice which bits are being read are being described in the mask register at $FFFF8924. As described above, the first two bits of the 11 bit package need to be a "10" to address the LMC1992. Then there are 3 more "address" and 6 more data bits. The address bits are 3 in total and are being used as follows:

      0 1 1  -  Master Volume (followed by 6 bits of data)

      1 0 1  -  Left channel volume (followed by 6 bits of data)

      1 0 0  -  Right channel volume (followed by 6 bits of data)

      0 1 0  -  Trebble control (followed by 6 bits of data)

      0 0 1  -  Bass control (followed by 6 bits of data)

      0 0 0  -  Mixer (followed by 6 bits of data).

However, not all bits of the 6 general data bits are being used. It is necessary to have a multiple of 6 though since the Microwire is a 3-bit serial interface. The explanation of the 6 data bits are (d means necessary data bit, x means bit is ignored)

          Master Volume: d d d  d d d  (all 6 bits used)

                     0 0 0  0 0 0  = -80 db volume

                     0 1 0  1 0 0  = -40 db volume

                     1 0 1  x x x  =   0 db volume (max)

Each increment represents 2 db. If the 3 left bit encode "101", the last 3 bits are being ignored.

      Left channel:  x d d  d d d  (left bit ignored)

                       0 0  0 0 0  = -40 db volume

                       0 1  0 1 0  = -20 db volume

                       1 0  1 x x  =   0 db volume (max)

Each increment represents 2 db. If the 3 left bit carry "101", the last 2 bits are being ignored.

            Right channel: x d d  d d d  (left bit ignored)

                       0 0  0 0 0  = -40 db volume

                       0 1  0 1 0  = -20 db volume

                       1 0  1 x x  =   0 db volume (max)

Each increment represents 2 db. If the left 3 bit are "101", the last 2 bits are being ignored.

            Trebble:       x x d  d d d  (left 2 bits are ignored)

                         0  0 0 0  = -12 db (min)

                         0  1 1 0  =   0 db (linear)

                         1  1 0 0  =  12 db (max)

Each increment represents 2 db, normalized at 15 KHz.

            Bass:          x x d  d d d  (left 2 bits are ignored)

                         0  0 0 0  = -12 db (min)

                         0  1 1 0  =   0 db (linear)

                         1  1 0 0  =  12 db (max)

Each increment represents 2 db, normalized at 50 Hz.

            Mixer control: x x x  x d d  (left 4 bits are ignored)

                              0 0  = DMA + (YM2149 - 12 db)

                              0 1  = DMA + YM2149

                              1 0  = DMA only

                              1 1  = reserved

Setting "00" mixes the output of the YM2149 and the output of the DMA-sound, but the YM2149 sound is being downsized by 12 db. "01" mixes DMA and YM2149 linearly, "00" means DMA sound output only.

       Mask Register

    $FFFF8924  x x x x  x x x x  x x x x  x x x x

This contains in a bitfield which bits of the Address+Data Register are explicetely used. Since the Microwire, as it is being used in the STE, requires 11 bits of data (in general, the Microwire can transport 14 bits), it is essential to let the Microwire know WHICH of the 16 bits of this register are to be taken into account.As being used in the STE, this register will always feature 11 "1"s and 5 "0"s.

Example:

Let's say we want to feed the LMC the data "011101000", we would need to write a "10 011101000" to the address+data register. We can use whatever bits we like of the 16 bits of this register, so we use the mask register to mask out the unused bits, which might look like:

      $FFFF8924  0 0 0 0  0 1 1 1  1 1 1 1  1 1 1 1

      $FFFF8922  0 0 0 0  0 1 0 0  1 1 1 0  1 0 0 0

or

      $FFFF8924  0 1 1 0  0 1 1 1  1 1 1 0  1 1 0 1

      $FFFF8922  0 1 0 0  0 0 1 1  1 0 1 0  0 0 0 0

both have the same effect.

   

Sounds complicated enough but can boost the DMA-sound output of the STE quite a lot. When programming it first time however you might easily see that it did not work as planned. Why ?

? Can't hear any changes on my Falcon ...

! Unfortunately, the Falcon does neither have a Microwire interface nor the National Semiconductors LMC1992. The Falcon cannot manipulate bass, treble, main, left and right volume as easily as the STE can. The Falcon will not report an error either though. The TT does have the Microwire interface as well as the LMC1992.

? I write both address+data and the mask register correctly, still it doesn't have the expected effect.

! You need to write the mask before you write address and data. As soon as address+data register has been written to, the Microwire starts to operate (which means shifting to the left). Writing the mask register after writing the address+data register is therefore useless.

? I write data into the mask-register, then address and data but it still doesn't do what i wanted to.

! Always make sure you have a total of "11" bits, and always make sure, the leading bits on the left side are a "10". Otherwise, the Microwire will try to access other peripherals that the STE does not have - which will not lead to an error, but result in no changes at all.

? I tried to achieve sound manipulation effects by writing a lot of values to the LMC1992 to change DMA sound output. It does seem to ignore a lot of my values.

! The LMC1992 is connected to the Microwire and is being fed data in a serial way. The Microwire is more or less a parallel to serial converter and it does that by shifting the 16 bit value (along with the mask) to the left 16 times and passing each bit for that the mask-bit is "1" to the LMC. That takes some time and during its operational state, the Microwire cannot be written to.

? How can i find out wether the Microwire interface is done ?

! Simply check the value in the address+data register after you wrote your value into it. If the value at $FFFF8922 is identical with the value you wrote into it, the Microwire is done shifting and can once again be written to. In all other cases, the Microwire is still shifting and cannot be written to.

? I successfully wrote to the LMC1992, but now YM2149 sound output is pure torture. What happened ?

! Well, the LMC1992 is not a chip that controls the DMA-sound in its digital form but manipulates the analogue sound that comes out of the DMA chip. If you now put the mixer to mix YM2149 and DMA sound, the LMC1992 will also manipulate the YM sound output. However, the YM2149 as a soundchip is not really meant to have Bass and Trebble enhanced. This might result in a very ugly sound.

? My program works fine and also exits cleanly, but then any subsequent sound output is awful. How come ?

! You should save the contents of the LMC1992 right at the start of your program and when exiting, you should restore the original value - and the easiest way is to save both mask and address+data register. Restoring can be done by just writing mask and address+data registers. The Microwire does not need any further software support once you wrote the values, so it does not harm if your program terminates in the meantime. Programs you launch when your program is terminated that do use DMA or YM2149 sound might be affected by your LMC1992 settings otherwise.

? How come the Falcon does not have this feature ?

! When the Falcon was initially planned (and named Sparrow), it had a chip that was supposed to bear similar features named RASCAL. It is probable that this chip was supposed to "simulate" a Microwire + LMC 1992 duo as well as give enhanced possibilites towards the 16-bit stereo sound of the Falcon (Sparrow) as well as the DSP. Either Atari did not finish this chip in time, it was too expensive or too complex, we don't know. It appeared in the first Sparrow prototypes as well as the first few Falcon (exhibitors) boards. However, it is so far unknown wether this chip is compatible to the Microwire+LMC1992 duo or not and why it has been canned.

? Why is the handling of the LMC1992 so complicated ?Wouldn't there have been an easier way to give the STE these features ?

! Yes, of course, but the LMC1992 was very cheap. The LMC1992 was never meant to serve in a computer but was commonly used in TV sets, Radios etc. and any other Audio-device that had the option to control volumes, bass and trebble electronically, and those preferred a "1-bit serial" implementation. The Microwire is just the connection of the STE's architecture to the LMC1992.

6. Advanced Joystick, Paddle and Lightpen ports

Registers:

  Fire-Buttons for 4 Joysticks:

    $FFFF9200  - - - -  - - - -  - - - -  X X X X

This address features the fire buttons of 4 joysticks that can be connected to these ports. Bit 0 represents joystick 0, bit 1 joystick 2, bit 2 joystick 1 and bit 3 joystick 3. This register is "low active", meaning that a "0" implies "active" (button pressed) and a "1" means "inactive" (button not pressed).

  Joysticks:

    $FFFF9202  X X X X  X X X X  X X X X  X X X X

Read this address to get the directions of 4 digital joysticks connected. The lowest 4 bits (0-3) represent joystick 0, the middle low 4 bits (4-7) represent joystick 2, the next 4 bits (8-11) joystick 1 and the highest 4 bits (12-15) joystick 3. The lowest bit encodes "right", the next bit "left", the next bit means "down" and the highest bit "up". This whole register is low-active as well. 

  Paddles:

    $FFFF9210  - - - -  - - - -  X X X X  X X X X  Paddle 0 X

    $FFFF9212  - - - -  - - - -  X X X X  X X X X  Paddle 0 Y

    $FFFF9214  - - - -  - - - -  X X X X  X X X X  Paddle 1 X

    $FFFF9216  - - - -  - - - -  X X X X  X X X X  Paddle 1 Y

The advanced joystick ports allow analogue devices such as paddles. Two paddles usually connect to one port, meaning the connection of 4 paddles are possible. Instead of "paddle X/Y coordinate", you might also read this as "paddle 1/2 coordinate". The fire buttons of each paddle can be read at the same address as for the joysticks, $FFFF9200.

     Lightpen:

    $FFFF9220  - - - -  - - X X  X X X X  X X X X  X-Position

    $FFFF9222  - - - -  - - X X  X X X X  X X X X  Y-Position

Connection of a light-pen is only possible at port 0. It has a precision of 4 pixels in ST Low, 8 pixels in ST Mid and 16 pixels in ST High resolution (horizontally). Vertically, the light-pen is pixel-perfect. The values read in this register always refer to ST Low. For usage in midres, you need to multiply by 2, for usage in hires, you need to multiply by 4.

These interfaces allow a lot of connections. What do you need to watch out for ?

? Can't read out these registers. Why ?

! In contrast to any joystick/mouse/keyboard function on the ordinary ST, these interfaces are _not_ being maintained and supervised by the IKBD subsystem of the ST keyboard but are directly accessible by hardware. You need to be in supervisor mode to access these registers.

? The paddles i have from my good old 800XL can't be connected since the plug doesn't fit. Can i connect and use them on the ordinary joystick port of the ST ?

! No, unfortunately, the IKBD does not have the hardware that is necessary to drive paddles. Paddles are very "dumb" devices that need quite a bit of hardware logic to work in a "digital" environment. You will need to built yourself an adapter.

? I want to build myself a 4-player adapter so i can connect 4 joysticks to these ports. What pins do i need to connect ?

! The hardware layout of each of these joystick ports is (seen from the outside of each connector):

    _______________________________  1 - Joystick 0 "up"

    \   5   4    3    2    1      /  2 - Joystick 0 "down"

     \     10   9    8    7   6  /   3 - Joystick 0 "left"

      \ 15  14   13  12   11    /    4 - Joystick 0 "right"

   \_______________________/     5 - Paddle 0 Y coord

     6 - Joystick 0 "fire"          11 - Joystick 2 "up"

     7 - VCC                        12 - Joystick 2 "down"

     8 - NC                         13 - Joystick 2 "left"

     9 - Mass                       14 - Joystick 2 "right"

    10 - Joystick 2 "fire"          15 - Paddle 0 X coord

The ordinary 9 pin socket for an ordinary digital joystick look like this:

     ___________________           1 - Up     5 - reserved

     \  1  2  3  4  5  /           2 - Down   6 - fire

      \  6  7   8  9  /            3 - Left   7 - +5V

       \_____________/             4 - Right  8 - Mass

                       (9 is officially unused, might be 2nd "fire")

This should be sufficient to build an adapter.

? Which models have the extended joystick ports ? Is it sensible to use them at all ?

! Depends on what you are planning to do. Only the 1040 STE and the Falcon have these additional ports. Neither the Mega STE nor the TT have these. Games/Programs that can only use joysticks/paddles connected to these ports cannot be played on Mega STE/TT computers.

? How can i write a program that uses paddle controllers for the Mega STE and TT then ?

! You cannot. Both these computers lack the logic required to drive paddle controllers.

? But isn't the mouse a paddle controller, too ?

! No, surprisingly, it is not. The mouse is using an internal logic to convert "analogue" movement into digital impulses, similar to rapidly moving a joystick in a direction and letting it go again. The mouse is, unlike a paddle, not being read "by position", but like a joystick "by movement". For games however, you might use the mouse as a paddle. GEM programs can use an AES routine to read mouse position, otherwise you can use the IKBD to read the mouse.

? My light pen doesn't work at all.

! The light pen is only supported on connector 0. Connector 1 cannot be used to drive a light pen.

? I want to connect jaguar powerpads, which can connect directly to the advanced joystick ports. How do i read those ?

! The directional pad and the 3 action buttons can be read relatively easily. The D-pad represents one joystick connected to the port, the 3 fire buttons and the Option button the other joystick. The Pause-Button is the firebutton of one joystick. Reading the numerical pad of the powerpad is more difficult however.



7. Hardware related questions

Here come some typical questions and answers concerning the 1040 STE's hardware, not seen by the programmer but for upgrades and installations.

? I want to upgrade my STE to 4 MB. What shall i do ?

! The 1040 STE uses 30 pin SIMMs and the 1040 STE is not really picky about the SIMMs you use. By using 4 x 1 MB SIMM you will achieve 4 MB in total.

? I only have 2 1 MB SIMMs. Can i use them ?

! All 4 SIMM-slots (2 banks) need to be filled by SIMMs, otherwise the STE won't boot at all. You might try to replace 2 of the SIMMs in your 1040 STE to have either 2.5 MB (2 x 256KB + 2 x 1 MB) or 3 MB (2 x 512 KB + 2 x 1 MB), but unfortunately, both only work with restrictions: There is a program that "reserves 1.5 MB" while booting which are exactly those 1.5MB that a 2.5 MB STE lacks to the 4 MB. The STE then "believes" to have 4 MB with 1.5 MB permanently used. This is not a wise choice however since it will require you to always run this program. Most games will crash.

? I want to upgrade my STE to TOS 2.06. Do i need a TOS-card ?

! No, you don't. The 1040 STE has 2 EPROM-sockets for 2 128KB EPROMs, exactly the size of TOS 2.0x. Simply purchase the TOS-ROMs, open your 1040 STE and replace chip by chip. They are marked "E" for "Even" and "O" for "Odd". Make sure the "O" chip you take out is replaced by the "O" chip of your TOS 2.06. The same goes for the "E" chips. TOS-cards were only necessary for ST computers that had 6 x 32 KB EPROMs and could not handle 2 x 128KB.

? Is it possible to have an internal IDE harddisk in the 1040 STE ?

! Yes, it definetly is. There is room for a 2.5" IDE-harddisk just above the memory on the metal shielding and it is even easy to mount the harddisk there. The PSU of the STE is also powerful enough to drive a 2.5" IDE harddisk usually. Then you need an IDE interface and a cable.

? The IDE interface i bought doesn't fit anywhere. Help!

! Well, the 1040 STE uses a PLCC-socketed 68000 while all ST computers had a DIL-version of the 68000. IDE interfaces either connect to the Megabus of the Mega ST series directly or to the CPU and usually that implies a DIL CPU. Mario Becroft, T.U.S. and Gellermann & Felmuth produced IDE interfaces especially for the 1040 STE. So before you order,  make sure the IDE interface can be used on a PLCC 68000. GE Soft produced a simple adapter called "speed-bridge", which connected to the PLCC-socket of the STE and had a DIL-like socket on the top. This allowed to use ST expansions on the STE, too, but please note that this means additional space being occupied by the adapter - Speed bridge + IDE interface might not fit anymore into your 1040 STE.

? The IDE interface is mounted, it works and the IDE harddisk is identified correctly and installed by my software. Yet my STE can't boot from it.

! A common problem. To boot from an IDE device, you need TOS 2.06 in your STE. Otherwise, you will need a boot-disk that features your harddisk driver.

? Help! I just removed my IDE interface and now my 1040 STE doesn't work anymore at all, i only get a black screen!

! The pins of the socket and the 68000 have been bent a little when you had the IDE interface mounted. Now that you removed it, the pins of the socket do not connect 100% anymore to the pins of your CPU. Now all you need is patience and a needle. Open the STE, carefully pull out the CPU by using the needle as a lever. Now carefully bent the pins on the socket towards the middle. Do not push them hard since they break relatively easily. When done with this, carefully bent the pins of the 68000 a little to the outside. Then push the CPU in gently and try to switch on your STE.

8. Miscelleanous questions and other STE compatible computers

This section simply features a few questions about what compatibility problems you might expect when coding STE or what to do when you want to use additional features of certain models like the TT, the MegaSTE, the Falcon without abandoning STE compatibility totally.

? How compatible is the STE with the Mega STE, TT and Falcon ?

! Here's a small chart of the additional features of the 1040 STE and their existance on the other models (including the Mega ST and ST for completeness):

                                     ST  MegaST   STE   MegaSTE     TT  Falcon Note:

                                 --------------------------------------------------------------------

  4096 colours                   no     no    yes        yes     yes     yes  (1)

  Blitter                              no    yes    yes        yes      no     yes 

  Hardware scroll              no     no    yes        yes     yes     yes  (2)

  screen splitting               no     no    yes        yes      no     yes  (3)

  DMA sound                    no     no    yes        yes     yes     yes  (4)

  LMC1992/Microwire     no     no    yes        yes     yes      no

  Adv.Joystick port  no     no    yes         no      no     yes

Notes:

  (1) The Falcon has to be in an ST compatible resolution for this. On the ST, programs that try to use 4096 will not crash, but still be limited to 512 colours.

  (2) Both Base Address and Counter have to be multiples of 4 on the Falcon and multiples of 8 on the TT.

  (3) On the Falcon, the Video Counter can only contain values that are multiples of 4.

  (4) There is no 6.125KHz DMA sound on the Falcon.

The Mega STE and its features:

  ? The TT features quite a complex SCSI subsystem but i cannot find any information of the Mega STE's SCSI subsystem ?

  ! That is simply because the Mega STE does not have a SCSI subsystem. If your Mega STE is equipped with an internal SCSI harddisk, it has an internal SCSI hostadapter that is mounted on an internal ACSI-bus. Hence, the Mega STE sees your harddisk as ACSI, not as SCSI and can also not directly access the SCSI controller on it.

  ? I see the Mega STE has a socket for a math coprocessor. Which types can i connect ?

  ! The Mega STE was intended to drive a 16 MHz MC68881, but it should (!) also work with a 16 MHz MC68882 if it fits. The coprocessor will be driven with 16 MHz.

  ? How do i program the Mega STE's MC68881 if present ?

  ! That's unfortunately more complicated than for the Falcon and the TT since the 68030 used in TT and Falcon can operate an MC68882 directly while the 68000 in the ST, STE and Mega STE cannot. The Mega STE has a coprocessor interface register from $FFFFFA40 to $FFFFFA5C, but it also requires a so-called "coprocessor protocol" to communicate with the MC68881. This is rather complex and too much to list here. The operation of the MC68881 in the Mega STE is identical to the operation of the FPU-cards for the Mega ST, so i recommend the documentation of these.

  ? I want to make sure that my software uses the Mega STE in "high speed", but when i boot the Mega STE "cleanly", it always is in "8 MHz cache off" mode. How do i switch itinto 16 MHz cache on ?

  ! The Mega STE has a register to control speed and cach status:

     $FFFF8E21  - - - -  - - X X

Bit 0 controls the clockspeed (0 = 8 MHz, 1 = 16 MHz), the upper bit controls the cache (0 = Cache off, 1 = cache on). Some docs say that all upper 15 bits of $FFFF8E20 need to be set to "1" to turn the cache on. Writing to this register in anything but a Mega STE will most probably lead to a crash, so be sure to check the Cookie Jar for _MCH to estimate wether this is a Mega STE or not (Upper word is 1 for STE, lower word is 0x0010 for Mega STE, 0x0000 for anything else).

    

  ? How come the Controlfield only allows 16 MHz Cache On, 16 MHz Cache off and 8 MHz Cache off when the hardware also allows 8 MHz Cache on ?

  ! Because the setting "8 MHz Cache On" is senseless. The cache operates at 16 MHz and is meant to reduce real memory accesses for the 16 MHz CPU since the bus and therefore the memory only runs at 8 MHz. When you run the CPU in 8 MHz, the cache will operate at 8 MHz, too, and hence be as quick as the bus - giving no more speedup.

   

  ? Can the Cache of the Mega STE lead to problems with demo effects since it does not influence memory directly ?

  ! Yes and no. From the docs i have - and they are not really very detailed about the Cache of the Mega STE - any hardware register access is not being cached but carried out directly. If your "demo" just does a lot of hardware register accesses, the cache should not really be a problem. However, screen memory and other buffers are in the main memory and therefore cached. If timing is critical for accesses on these parts of the memory, better turn the cache off.

 

  ? How fast is the Mega STE at 16 MHz without the cache ?

  ! Unfortunately, not very much faster than an ordinary 8 MHz STE. The cache might seem small according to todays standard (16 KBytes), but for a system like the Mega STE, it reduces memory accesses dramatically. If you turn off the cache, the 68000 has to fetch everything directly over the 8 MHz bus. Only operations that completely work in the 68000's registers will gain performance.

The Atari TT and its features:

  ? Urghs. The TT also has this ugly internal speaker thatsounds awful. How can i turn it off ?

  ! The internal speaker is being controlled by the YM2149 directly over port IOA6. The settings are

      OnGIbit: ($40) - switch internal speaker off

      OffGIbit: ($BF) - switch internal speaker on

  ? Say, is the 8-bit resolution of the TT a chunky resolution ? That would be cool for demos and games.

  ! Unfortunately, it has the same interleaved bitplane structure like the ST and STE have. Screen memory is organized:

      Word 0   X X X X  X X X X  X X X X  X X X X  pixel  0-15 plane 0

      Word 1   X X X X  X X X X  X X X X  X X X X  pixel  0-15 plane 1

      ...

      Word 7   X X X X  X X X X  X X X X  X X X X  pixel  0-15 plane 7

      Word 8   X X X X  X X X X  X X X X  X X X X  pixel 16-31 plane 0

      etc.

   ? I read somewhere that the Falcon can be switched to an STE compatible mode. Is there something similar for the TT ?

  ! No. STE compatibility for the Falcon also only refers to STE compatible resolutions (ST Low, Mid, Hi) and STE compatible DMA-sound (8 bit). The TT has the ST(E) resolutions anyway and the DMA-sound is identical to the one of the STE as well. But, the TT lacks the Blitter, cannot change screen addresses in the middle of a screen and does not have the enhaced joystick ports. So, since the TT lacks important hardware specs of the STE, a compatibility mode would be rather useless anyway.

    ? Why does the TT lack the feature to change Video Counter during a screen build anyway ?

  ! At least according to Ray/tSCc, it actually allows write accesses. However, the official documentation states this register as read/only. In the monochrome hires mode it is not advisable to write to these registers since the TT shifter does 95 MHz (74 Khz at 1280x960), which is almost 3 times the speed of the TT's CPU and 6 times the speed of the TT's bus. So be careful in this mode.

      ? I toyed around with the SYNC-Mode register but it behaves odd on the TT. Why ?

  ! Even though this register is called "ST Sync Mode" officially, it's the direct opposite. Only Bit 0 is used and if it is "0", screen is off, otherwise screen is on (On the ST, "0" was on).

  ? What's the difference between the ST Shift Mode Register and the TT Shift Mode Register ?

  ! The ST Shift mode register is supposed to be only 2 bits wide and contain a "00" for ST Low, "01" for ST Mid and "10" for ST High. However, the ST Shift Mode Register on the TT also contains ALL other bits of the TT Shift Mode Register as well. The ST Shift Mode Register is more or less a mirror of the TT Shift Mode Register. Hence, be careful when writing to this register for STE compatibility, you might turn on/off TT specific features. 

  ? What is that funky greyscale mode of the TT i read about ? Is it any useful ?

  ! The so called "Hper Mono"-mode is a mode in which each pixel can have 1 of 256 greyscales. To enable this mode, you need to set bit 12 of the TT Shift Mode register:

      $FFFF8262  X - - X  - X X X  - - - -  X X X X

This mode will combine the green and blue channel (=8 bits) to gather 256 greyscales. Obviously, it is not a chunky but still a palette mode, however, not using the original TT palette (4096 colours can only feature 16 greyscales). It is not a chunky mode either but still uses the same interleaved bitplane format. Then again, it seems that this mode can be engaged not only in the 256 colours resolution. But, this mode _only_ exists on the TT. This mode is _not_ available on the ST, the STE or the Falcon. Please note that using this mode will limit your software to run solely on the TT.

  ? Then i read about a smear mode on the TT. What is that ?

  ! The so called "Hold & Sample" mode of the TT an be engaged by switching bit 13 of the TT Shift mode Register:

      $FFFF8262  X - - X  - X X X  - - - -  X X X X

In this mode, every pixel with a colour different from 0 will "smear", meaning that all pixels with colour 0 to the right of a pixel with colour X will be drawn in colour X. Only the left border resets the smear mode and really draws colour 0 as colour 0 until a pixel with colour<>0 follows.This mode was meant to make programming of filled-vector 3D graphics about as easy as programming wireframe vectors. Unfortunately, it stayed widely unused. Please note that this mode _only_ exists on the TT and is_not_ available on the ST, STE or the Falcon.

    ? What TOS does the TT have ? If i use routines from TOS 1.0x or 2.0x directly, will it work on the TT, too ?

  ! Unfortunately, there are 5 series of TOS for the TT, TOS  3.01 to 3.06, not counting the very first TT-TOS called TOS030. So please, if using TOS routines, program as cleanly as possible to ensure compatibility.

    ? How come that the TT only uses 2/3 of the width of my VGA monitor but displays a stupid white border ?

  ! When Atari designed the TT and especially the TT shifter which has VGA-compatible elements, IBM decided to change the specs of the VGA standard (at least some docs say so, there are no official affirmations for this). This is why the TT displays a rather pointless border and also only uses 2/3 of the screen width. The simplest solution to go around this is an OverScan TT which simply uses up the whole space the TT reserves for the border, giving up to 896 x 496 pixels in TT Mid and 448 x 496 in TT Low.

The Falcon030 and its features:

  ? How compatible is the Falcon to the STE ? Will my STE code work flawlessly on the Falcon ?

  ! Yes, the Falcon was meant to be an (68000-based) successor to the 1040 STE, therefore it is easy to code Falcon-compatible STE-code. The only exceptions are:

      - The Falcon does not allow 6.125 KHz DMA sound

      - The Falcon's screen base address has to be a multiple of 4

      - The Falcon does not have the so-called "Shadow"registers of the YM2149

To also make sure that the timing of the CPU is (almost) correct, switch the processor caches off and the CPU and the Blitter down to 8 MHz. Now, the only obstacle is the DMA-sound matrix of the Falcon which might be setup wrongly.

  ? I migrated from a 1040 STE to a Falcon030. But how can I connect my external Floppy disk drive or connect my good old ACSI-harddisk drive ?

  ! You cannot. The Falcon does not have any kind of interface for an external disk drive - even though the TOS 4.0x still checks for Drive B: on boot-up. Additionally, the Falcon does not have an ACSI port. You cannot connect any ACSI- devices such as harddisks or Laser printers.

9. Epilogue

Without a doubt, the 1040 STE and the Mega STE are nice pieces of hardware. In 1989, the 1040 STE offered quite a lot a home computer could offer and you got a computer with excellent sound capabilities for the price of a sound-card for your PC alone. In 1991, the professional STE was released with the introduction of the Mega STE. 16 MHz clockspeed, 16 KB cache, VMU interface and internal harddisk at a price for which othercompanies gave you an update of their operating system and a new harddisk.

But the STE didn't make it. The 1040 STE's features stayed widely unused until the release of games such as Obsession or Stardust, of Demos such as Brain Damage by Aggression or Omega's Grotesque or of tools such as the ProTracker STE.

The Mega STE did not increase the sales of STE computers a lot either, being limited to STE graphics and sound. This documentation is for people that, like me, like the STEfor what it is: A fun machine with quite impressive specs. I assembled this documentation in case you want to program the STE's features such as the Blitter, the hardware scroll or DMA sound and would like to avoid stumbling over the little traps in the STE design. So i hope you find this documentation useful and keep on programming the STE to push this little machine to the maximum.

Best wishes,

                                           The Paranoid

                                  Paranoia -- Lunatic Asylum

                                  Think you can handle it ?!

 

10. Final words

  This FAQ has been collected and assembled using various sources:

    - Atari ST/STE/TT Profibuch,

        Jankowski, Rabich, Reschke, Sybex Verlag 1991

    - Das TOS 1.4 Update Buch,

        Pauly, Data Becker 1989

    - Chips'n Chips 6.0

        Ruge, AG Computertechnik 1998

  and many many experiments on a 1040 STE using TOS 2.06, a Mega STE using TOS 2.06 and a Falcon030. 

  This documentation is far from complete and is not given with any warranties about correctness. Any kind of damage done to yourself, your hard- or software after, while or before reading this documentation is not being covered in any way by the author. If you copy this documentation, please do not alter, add or subtract any content. This documentation is free to copy as long as it is copied completely and without additionals. If you spot mistakes or have proposals on what to add, feel free to mail the author at paranoid@atari.org .
  
Back to top
 
IP Logged
 
Page Index Toggle Pages: 1
Send TopicPrint
 
  « Board Index ‹ Board  ^Top